Ice Linnorm
Creature 17- Perception
- +29; darkvision, scent (imprecise) 60 feet, truesight 60 feet
- Languages
- Aklo, Draconic, Fey
- Skills
- Acrobatics +28, Athletics +32
- Str +9, Dex +5, Con +7, Int −3, Wis +6, Cha +7
Constant Spells
- AC
- 41; Fort +32, Ref +28, Will +27; +1 status to all saves vs. magic
- HP
- 330, regeneration 10 (deactivated by cold iron); Immunities cold, curse, paralyzed, sleep; Weaknesses cold iron 15, fire 10
Regeneration 10 (Deactivated by Cold Iron)
Curse of Frost (cold, curse, primal) When a creature slays the ice linnorm, it must succeed at a DC 40 Will save or gain weakness to cold 15 with an unlimited duration.
Effect: Curse of Frost
Reactive Strike (Tail Only) ⟲
- Speed
- 35 feet, fly 100 feet, swim 40 feet, unfettered movement
Melee ◆ jaws +34 (magical, reach 25 feet, unarmed), Damage 3d12+17 piercing plus Ice Linnorm Venom
Melee ◆ claw +34 (agile, magical, reach 20 feet, unarmed), Damage 3d8+17 slashing
Melee ◆ tail +34 (agile, magical, reach 25 feet), Damage 3d6+17 bludgeoning plus Improved Grab
Primal Innate Spells DC 38, attack +30; Constant (8th) unfettered movement; Constant (7th) truesight
Constrict ◆ 2d6+18 bludgeoning, DC 38 basic Fortitude
Ice Linnorm Venom (cold, injury, poison) Saving Throw DC 38 Fortitude
Maximum Duration 10 rounds
Stage 1 5d6 cold damage and Drained 1 (1 round);
Stage 2 7d6 cold damage and Drained 2 (1 round)
Icemire Breath ◆◆ (cold, primal) The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 basic Reflex save).
The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is Immobilized by the ice until it succeeds at a check to Escape (DC 34) or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen target by dealing a total of 20 fire damage to the frozen target. Left unattended, the ice crumbles away in 1 minute on its own.
Creatures with the fire trait can't be frozen in place by Icemire Breath. Flying creatures fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round.
The linnorm can't use Icemire Breath again for 1d4 rounds.
Improved Grab ◇
Source: Pathfinder Monster Core